152 lines
5.9 KiB
Makefile
152 lines
5.9 KiB
Makefile
# -----------------------------------------
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# Makefile – Ebitengine project builder
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# -----------------------------------------
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PROJECT = rabbitroller
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BIN_DIR = bin
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DIST_DIR = dist
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WASM_NAME = game.wasm
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OUTPUT_BIN = $(BIN_DIR)/$(PROJECT)
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OUTPUT_WASM = $(DIST_DIR)/$(WASM_NAME)
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OUTPUT_JS = $(DIST_DIR)/wasm_exec.js
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OUTPUT_ZIP = $(PROJECT)-$(VERSION).html.zip
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INDEX_HTML_URL = https://git.teletypegames.org/tools/ebitengine-tools/raw/branch/master/web/index.html
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# a mac-release lokális futtatásához (CI-ban a woodpecker env adja ugyanezeket)
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UPDATE_SERVER ?= https://teletypegames.org
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all: build
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build:
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@mkdir -p $(BIN_DIR)
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go build -o $(OUTPUT_BIN) .
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wasm:
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@mkdir -p $(DIST_DIR)
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GOOS=js GOARCH=wasm go build -o $(OUTPUT_WASM) .
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cp "$$(go env GOROOT)/lib/wasm/wasm_exec.js" $(OUTPUT_JS)
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export: wasm
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@if [ -z "$(VERSION)" ]; then \
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echo "ERROR: VERSION not set!"; exit 1; \
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fi
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@echo "==> Downloading index.html"
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curl -sSL $(INDEX_HTML_URL) -o $(DIST_DIR)/index.html
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@echo "==> Packaging HTML/WASM for $(VERSION)"
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zip -r $(OUTPUT_ZIP) -j $(DIST_DIR)/$(WASM_NAME) $(DIST_DIR)/wasm_exec.js $(DIST_DIR)/index.html
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@echo "==> Cleaning temporary files"
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rm -f $(DIST_DIR)/$(WASM_NAME) $(DIST_DIR)/wasm_exec.js $(DIST_DIR)/index.html
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# --- native binaries (lásd: teletypegames/NOTES_BINARY_PLAN.md) -------------
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# win-x86 / win-x64: pure Go cross-compile (Windowson nem kell cgo)
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# linux-x64: cgo build, linux/amd64 hoston fut (builder image, X11/GL dev libekkel)
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# a CI (linux builder) ezt a hármat építi:
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BINARY_TARGETS = win-x86 win-x64 linux-x64
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# mac-x64 / mac-arm64: az Ebitengine darwinon cgo-t igényel (GLFW/Metal),
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# ezért ezek CSAK mac hoston építhetők: `make binaries-mac VERSION=x.y.z`,
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# feltöltés + release frissítés: `make mac-release VERSION=x.y.z`
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MAC_TARGETS = mac-x64 mac-arm64
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binaries:
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@if [ -z "$(VERSION)" ]; then \
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echo "ERROR: VERSION not set!"; exit 1; \
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fi
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@for target in $(BINARY_TARGETS); do \
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$(MAKE) binary-$$target VERSION=$(VERSION) || exit 1; \
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done
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binary-win-x86:
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@$(MAKE) binary-build VERSION=$(VERSION) B_GOOS=windows B_GOARCH=386 B_CGO=0 B_EXT=.exe B_TARGET=win-x86
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binary-win-x64:
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@$(MAKE) binary-build VERSION=$(VERSION) B_GOOS=windows B_GOARCH=amd64 B_CGO=0 B_EXT=.exe B_TARGET=win-x64
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binary-linux-x64:
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@$(MAKE) binary-build VERSION=$(VERSION) B_GOOS=linux B_GOARCH=amd64 B_CGO=1 B_EXT= B_TARGET=linux-x64
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binaries-mac:
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@if [ -z "$(VERSION)" ]; then \
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echo "ERROR: VERSION not set!"; exit 1; \
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fi
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@if [ "$$(uname -s)" != "Darwin" ]; then \
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echo "ERROR: a mac targetek csak mac hoston építhetők (cgo + SDK kell)"; exit 1; \
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fi
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@for target in $(MAC_TARGETS); do \
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$(MAKE) binary-$$target VERSION=$(VERSION) || exit 1; \
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done
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binary-mac-x64:
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@$(MAKE) binary-build-mac VERSION=$(VERSION) B_GOARCH=amd64 B_TARGET=mac-x64
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binary-mac-arm64:
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@$(MAKE) binary-build-mac VERSION=$(VERSION) B_GOARCH=arm64 B_TARGET=mac-arm64
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# macről futtatandó: felépíti mindkét mac zipet, feltölti a /build/upload-dal,
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# majd a /build/publish hozzáfűzi az asseteket a meglévő release-hez
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mac-release: binaries-mac
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@FILES=""; \
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for target in $(MAC_TARGETS); do FILES="$$FILES $(PROJECT)-$(VERSION)-$$target.zip"; done; \
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for f in $$FILES; do \
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curl -fsS -H "X-Update-Secret: $(UPDATE_SECRET)" \
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-F "file=@$$f" \
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"$(UPDATE_SERVER)/build/upload?name=$(PROJECT)&version=$(VERSION)" || exit 1; \
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done; \
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curl -fsS -X POST -H "X-Update-Secret: $(UPDATE_SECRET)" "$(UPDATE_SERVER)/build/publish?name=$(PROJECT)&platform=ebitengine&version=$(VERSION)"
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# belső helper: egy target buildje + zip egyetlen gyökérmappával
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# (a zipet unixos zip készíti, így a végrehajtási bit megmarad)
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binary-build:
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@set -e; \
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PKG_DIR="$(PROJECT)-$(VERSION)-$(B_TARGET)"; \
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echo "==> Building $$PKG_DIR"; \
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rm -rf "$$PKG_DIR" "$$PKG_DIR.zip"; \
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mkdir -p "$$PKG_DIR"; \
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CGO_ENABLED=$(B_CGO) GOOS=$(B_GOOS) GOARCH=$(B_GOARCH) go build -o "$$PKG_DIR/$(PROJECT)$(B_EXT)" .; \
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if [ -f LICENSE ]; then cp LICENSE "$$PKG_DIR/"; fi; \
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if [ -f README.md ]; then cp README.md "$$PKG_DIR/"; fi; \
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zip -r "$$PKG_DIR.zip" "$$PKG_DIR" >/dev/null; \
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rm -rf "$$PKG_DIR"; \
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echo "==> $$PKG_DIR.zip kesz"
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# mac helper: .app bundle Info.plist-tel, egy gyökérmappában zipelve
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binary-build-mac:
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@set -e; \
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PKG_DIR="$(PROJECT)-$(VERSION)-$(B_TARGET)"; \
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APP_DIR="$$PKG_DIR/$(PROJECT).app"; \
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echo "==> Building $$PKG_DIR"; \
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rm -rf "$$PKG_DIR" "$$PKG_DIR.zip"; \
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mkdir -p "$$APP_DIR/Contents/MacOS"; \
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CGO_ENABLED=1 GOOS=darwin GOARCH=$(B_GOARCH) go build -o "$$APP_DIR/Contents/MacOS/$(PROJECT)" .; \
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{ \
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echo '<?xml version="1.0" encoding="UTF-8"?>'; \
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echo '<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">'; \
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echo '<plist version="1.0">'; \
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echo '<dict>'; \
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echo ' <key>CFBundleExecutable</key><string>$(PROJECT)</string>'; \
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echo ' <key>CFBundleIdentifier</key><string>org.teletypegames.$(PROJECT)</string>'; \
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echo ' <key>CFBundleName</key><string>$(PROJECT)</string>'; \
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echo ' <key>CFBundlePackageType</key><string>APPL</string>'; \
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echo ' <key>CFBundleShortVersionString</key><string>$(VERSION)</string>'; \
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echo ' <key>CFBundleVersion</key><string>$(VERSION)</string>'; \
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echo ' <key>LSMinimumSystemVersion</key><string>11.0</string>'; \
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echo ' <key>NSHighResolutionCapable</key><true/>'; \
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echo '</dict>'; \
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echo '</plist>'; \
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} > "$$APP_DIR/Contents/Info.plist"; \
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codesign --force --deep -s - "$$APP_DIR"; \
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if [ -f LICENSE ]; then cp LICENSE "$$PKG_DIR/"; fi; \
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if [ -f README.md ]; then cp README.md "$$PKG_DIR/"; fi; \
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zip -r "$$PKG_DIR.zip" "$$PKG_DIR" >/dev/null; \
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rm -rf "$$PKG_DIR"; \
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echo "==> $$PKG_DIR.zip kesz"
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watch:
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fswatch -o . | while read; do make build; done
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clean:
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rm -rf $(BIN_DIR) $(DIST_DIR)
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.PHONY: all build wasm export watch clean binaries binaries-mac mac-release binary-win-x86 binary-win-x64 binary-linux-x64 binary-mac-x64 binary-mac-arm64 binary-build binary-build-mac
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